Santa Maria & the Bastion of the Radiant Sun
A riverfront trade town fortified by the Order of the Sanctified Crusade. Pilgrims, merchants, and soldiery pass through its plazas of whitewashed stone and stepped shrines.
Fortress Monastery: Bastion of the Radiant Sun
Also called the Monasterio del Sol Radiante, this stepped stronghold-abbey crowns a limestone hill above Santa Maria and houses the chapterhouse, reliquary, and standing garrison.
Defenses
Pyramid Redoubts & Curtain Walls: tiered, limewashed bastions with stepped angles that deflect missiles; parapets are grooved to accept pavise rails for mobile shield walls.
Sun Gate: double portcullis gatehouse with runebolt murder-ports, boiling censer-chutes, and an inner kill-court paved in obsidian chips to hamper footing.
Runebolt Culverin Terraces: fixed emplacements along the upper terraces with culverin magazines and sanctified ammo-lockers; sun-glyph baffles vent sigil heat and reduce misfire risk.
Ward Lattice: engraved sun-spiral runes in the stone project a shallow radiant screen during alarms, dulling curses and revealing invisible trespassers near the walls.
Causeway Chokes: raised, narrow approach roads flanked by ditches and jagged palisades carved with sun-glyphs; removable span bridges over the moat-cut.
Sally Tunnels: concealed “Jaguar Posterns” emerge behind coverts along the riverbank for counter-raids and refugee extractions.
Signal Tower: conch horns, tunkul drums, and braziers relay coded orders to Santa Maria’s watch posts and river paddler patrols.
Chapel Battery: a reliquary-altar recharges rune locks and arms; ward-bells can peal a stunning radiant pulse against undead and fiends once per alarm.
Waterworks: rain-cisterns and runoff channels feed stone troughs and fogging censers to counter fire and keep powder-sand and sigils temperate.
Mustering Courts: terraced drill squares marked with sun-steps for rapid Sun Tercio deployment; sheds house Sun Step siege towers and pavise racks.
Santa Maria
A riverfront trade hub of whitewashed stone and stepped shrines. Santa Maria serves as a pilgrim waypoint and logistics node linking upriver barge traffic to overland caravans.
Governance & Order Presence
Civic Authority: Prior‑Captain (security, patrols) and Chapter Prelate (rites, courts, records) share day‑to‑day rule; the Inquisitor‑Provost liaises weekly with both.
Readiness Codes: White (routine), Amber (heightened), Crimson (alarm).
Districts (24) & Inter‑District Checkpoints
Districts 1–12
1 ) River Gate Market (Economic): customs cloister, weighhouse, bonded warehouses, crane gantries; checkpoint posts to Sun Plaza and Boatwrights’ Wharf.
2 ) Sun Plaza (Civic/Military): proclamation dais, tribunal steps, pavise rails, censer drains; checkpoint posts to River Gate Market, Scriptorium Close, and Spice Steps Bazaar.
3 ) Pilgrims’ Walk Quarter (Economic/Civic): hostels, way shrines, lustration fonts; checkpoint posts to Sun Plaza and Cloister Gardens.
4 ) Tercio Barracks Ward (Military): drill courts, infirmary, armory row, runebolt ranges; checkpoint posts to Sun Plaza and Copperers’ Row.
5 ) Scriptorium Close (Administrative/Economic): chapter annex, ward‑bell foundry, records vault, copyists’ arcades; checkpoint posts to Sun Plaza and Jadewalk.
6 ) Copperers’ Row (Industrial/Economic): cartridge presses, ward‑oil stills, proof pits; checkpoint posts to Tercio Barracks Ward and Magazine Terrace.
7 ) Boatwrights’ Wharf (Industrial/Economic): canoe sheds, pole yards, cutter boathouse; checkpoint posts to River Gate Market and Weirworks Ward.
8 ) Lanterns Quay (Logistics/Economic): beacon tower, wickmongers, signal stores; checkpoint posts to Spice Steps Bazaar and Boatwrights’ Wharf.
9 ) Spice Steps Bazaar (Economic): tiered market for cacao, dyes, textiles; checkpoint posts to Sun Plaza and Lanterns Quay.
10 ) Jadewalk (Artisan/Economic): lapidaries and talismaners, audit house; checkpoint posts to Scriptorium Close and Sun Foundry.
11 ) Sun Foundry (Industrial/Economic): casting pits, cooling trenches, pattern house; checkpoint posts to Jadewalk and Weirworks Ward.
12 ) Weirworks Ward (Infrastructure/Economic): sluice house, mills, fogging censer bay, hose reels; checkpoint posts to Boatwrights’ Wharf and Sun Foundry.
Industrial & Residential
13 ) Brickmakers’ Kilns (Industrial): kiln yards and clay pits on the lee slope; checkpoint posts to Copperers’ Row and Sun Foundry.
14 ) Tanners’ Ford (Industrial): tanneries and hide‑yards on a backwater; checkpoint posts to Boatwrights’ Wharf and Weirworks Ward.
15 ) Loomwalk (Industrial/Residential): weavers’ halls, dye sheds, worker tenements; checkpoint posts to Spice Steps Bazaar and Jadewalk.
16 ) Millers’ Stair (Industrial): overflow granaries and auxiliary millhouses climbing the bank; checkpoint posts to Weirworks Ward and River Gate Market.
17 ) Hearthstairs (Residential): family terraces with small shrines and cistern courts; checkpoint posts to Sun Plaza and Pilgrims’ Walk Quarter.
18 ) Potters’ Tier (Residential/Artisan): potters’ lanes and small updraft kilns; checkpoint posts to Brickmakers’ Kilns and Copperers’ Row.
19 ) Reedbank (Residential): riverside stilt homes and fishing racks; checkpoint posts to Boatwrights’ Wharf and Lanterns Quay.
20 ) Market Lanes (Residential/Retail): shopfront arcades and alley courts behind the plaza; checkpoint posts to Sun Plaza and Spice Steps Bazaar.
Government Gate Enhancements (Districts 21–24)
Staffing & Control: double‑posted sentries plus a sergeant‑of‑post; Inquisitor‑Provost liaison on call; staff passes (sun‑crest badges), visitor writs (purpose/time), and sign‑in ledgers required.
Screening: 100% parcel and cart inspection; rune‑frame arch and ward‑bell quiet test; document seals swiped at the red‑seal kiosk; censer sniffers for hex‑taint; custody seals affixed to all incoming evidence.
Weapons Policy: peace‑bonding on sidearms; long weapons and shields surrendered or escorted; bayonets stowed.
Flow & Hours: separate lanes for staff, visitors, and court couriers; cargo carts barred during session hours; visiting hours posted—curfew hard‑close except by writ.
Readiness Escalation: Amber—ID re‑verification and random pat‑downs; Crimson—lockdown to writ‑holders only (escort mandatory) and hard stop on non‑essential movement.
Audit Trail: bell code logs, seal counters, and incident ledgers reviewed weekly by the Ward Office Quarter and Chapter Prelate.
Government Districts
21 ) Hall of Records Quarter (Government): expanded archives, scribes’ lodges, seal vaults; checkpoint posts to Scriptorium Close and Sun Plaza.
22 ) Levy & Tithe Courts (Government): tithe barns, levy steps, adjudication halls; checkpoint posts to River Gate Market and Sun Plaza.
23 ) Magistrates’ Walk (Government): judges’ lodges and tribunal chambers; checkpoint posts to Sun Plaza and Scriptorium Close.
24 ) Ward Office Quarter (Government): watch administration, signal‑master’s house, writ office; checkpoint posts to Tercio Barracks Ward and Lanterns Quay.
Checkpoint Network (Standard Post Layout)
Layout: waist‑high pavise rail, turnstile gate, sentry alcove with ward bell, and red‑seal kiosk for writs.
Protocol: bell codes announce open/hold/lockdown; curfew closes non‑essential gates; merchants show route tallies and seal‑strips.
Search & Flow: foot lanes for locals, cargo lane for carts, escort lane for warrants; random bag checks escalate under Amber/Crimson readiness.
Economy & Trade
River customs, bonded storage, pilotage to locks; caravans booked from the Spice Steps; cartridge components and ward oils from Copperers’ Row; ferry and paddler services from Boatwrights’ Wharf.
Currency: Sol (single legal tender) used for all prices, wages, fines, and tithes.
Logistics & Infrastructure
Weirworks: sluice house, mills, fogging censer bay and hose reels for fire/flood response.
Sun Foundry: casting pits, cooling trenches, pattern house producing bells, sun‑crowns, obsidian bosses.
Magazine Terrace: red‑seal custody shrines for culverin cartridges; transfers by writ only.
Security, Patrols & Signals
River patrols at dawn/dusk; causeway pickets rotate by bell; night sally teams sweep weir and marsh paths.
Signal network at Lanterns Quay: drums/flags/beacons; curfew begins at the eleventh bell.
Inspections intensify under Amber/Crimson; tribunals convene at Sun Plaza for public readings.
Culture & Rites
Daily lustrations and oathbinding; feast‑day processions along Pilgrims’ Walk; hymn and chant usage in markets and drills.
Clerical services: document copying, legal counsel by Canons, lineage audits in Scriptorium Close.
A riverfront trade town fortified by the Order of the Sanctified Crusade. Pilgrims, merchants, and soldiery pass through its plazas of whitewashed stone and stepped shrines.
Fortress Monastery: Bastion of the Radiant Sun
Also called the Monasterio del Sol Radiante, this stepped stronghold-abbey crowns a limestone hill above Santa Maria and houses the chapterhouse, reliquary, and standing garrison.
Defenses
Pyramid Redoubts & Curtain Walls: tiered, limewashed bastions with stepped angles that deflect missiles; parapets are grooved to accept pavise rails for mobile shield walls.
Sun Gate: double portcullis gatehouse with runebolt murder-ports, boiling censer-chutes, and an inner kill-court paved in obsidian chips to hamper footing.
Runebolt Culverin Terraces: fixed emplacements along the upper terraces with culverin magazines and sanctified ammo-lockers; sun-glyph baffles vent sigil heat and reduce misfire risk.
Ward Lattice: engraved sun-spiral runes in the stone project a shallow radiant screen during alarms, dulling curses and revealing invisible trespassers near the walls.
Causeway Chokes: raised, narrow approach roads flanked by ditches and jagged palisades carved with sun-glyphs; removable span bridges over the moat-cut.
Sally Tunnels: concealed “Jaguar Posterns” emerge behind coverts along the riverbank for counter-raids and refugee extractions.
Signal Tower: conch horns, tunkul drums, and braziers relay coded orders to Santa Maria’s watch posts and river paddler patrols.
Chapel Battery: a reliquary-altar recharges rune locks and arms; ward-bells can peal a stunning radiant pulse against undead and fiends once per alarm.
Waterworks: rain-cisterns and runoff channels feed stone troughs and fogging censers to counter fire and keep powder-sand and sigils temperate.
Mustering Courts: terraced drill squares marked with sun-steps for rapid Sun Tercio deployment; sheds house Sun Step siege towers and pavise racks.
Santa Maria
A riverfront trade hub of whitewashed stone and stepped shrines. Santa Maria serves as a pilgrim waypoint and logistics node linking upriver barge traffic to overland caravans.
Governance & Order Presence
Civic Authority: Prior‑Captain (security, patrols) and Chapter Prelate (rites, courts, records) share day‑to‑day rule; the Inquisitor‑Provost liaises weekly with both.
Readiness Codes: White (routine), Amber (heightened), Crimson (alarm).
Districts (24) & Inter‑District Checkpoints
Districts 1–12
1 ) River Gate Market (Economic): customs cloister, weighhouse, bonded warehouses, crane gantries; checkpoint posts to Sun Plaza and Boatwrights’ Wharf.
2 ) Sun Plaza (Civic/Military): proclamation dais, tribunal steps, pavise rails, censer drains; checkpoint posts to River Gate Market, Scriptorium Close, and Spice Steps Bazaar.
3 ) Pilgrims’ Walk Quarter (Economic/Civic): hostels, way shrines, lustration fonts; checkpoint posts to Sun Plaza and Cloister Gardens.
4 ) Tercio Barracks Ward (Military): drill courts, infirmary, armory row, runebolt ranges; checkpoint posts to Sun Plaza and Copperers’ Row.
5 ) Scriptorium Close (Administrative/Economic): chapter annex, ward‑bell foundry, records vault, copyists’ arcades; checkpoint posts to Sun Plaza and Jadewalk.
6 ) Copperers’ Row (Industrial/Economic): cartridge presses, ward‑oil stills, proof pits; checkpoint posts to Tercio Barracks Ward and Magazine Terrace.
7 ) Boatwrights’ Wharf (Industrial/Economic): canoe sheds, pole yards, cutter boathouse; checkpoint posts to River Gate Market and Weirworks Ward.
8 ) Lanterns Quay (Logistics/Economic): beacon tower, wickmongers, signal stores; checkpoint posts to Spice Steps Bazaar and Boatwrights’ Wharf.
9 ) Spice Steps Bazaar (Economic): tiered market for cacao, dyes, textiles; checkpoint posts to Sun Plaza and Lanterns Quay.
10 ) Jadewalk (Artisan/Economic): lapidaries and talismaners, audit house; checkpoint posts to Scriptorium Close and Sun Foundry.
11 ) Sun Foundry (Industrial/Economic): casting pits, cooling trenches, pattern house; checkpoint posts to Jadewalk and Weirworks Ward.
12 ) Weirworks Ward (Infrastructure/Economic): sluice house, mills, fogging censer bay, hose reels; checkpoint posts to Boatwrights’ Wharf and Sun Foundry.
Industrial & Residential
13 ) Brickmakers’ Kilns (Industrial): kiln yards and clay pits on the lee slope; checkpoint posts to Copperers’ Row and Sun Foundry.
14 ) Tanners’ Ford (Industrial): tanneries and hide‑yards on a backwater; checkpoint posts to Boatwrights’ Wharf and Weirworks Ward.
15 ) Loomwalk (Industrial/Residential): weavers’ halls, dye sheds, worker tenements; checkpoint posts to Spice Steps Bazaar and Jadewalk.
16 ) Millers’ Stair (Industrial): overflow granaries and auxiliary millhouses climbing the bank; checkpoint posts to Weirworks Ward and River Gate Market.
17 ) Hearthstairs (Residential): family terraces with small shrines and cistern courts; checkpoint posts to Sun Plaza and Pilgrims’ Walk Quarter.
18 ) Potters’ Tier (Residential/Artisan): potters’ lanes and small updraft kilns; checkpoint posts to Brickmakers’ Kilns and Copperers’ Row.
19 ) Reedbank (Residential): riverside stilt homes and fishing racks; checkpoint posts to Boatwrights’ Wharf and Lanterns Quay.
20 ) Market Lanes (Residential/Retail): shopfront arcades and alley courts behind the plaza; checkpoint posts to Sun Plaza and Spice Steps Bazaar.
Government Gate Enhancements (Districts 21–24)
Staffing & Control: double‑posted sentries plus a sergeant‑of‑post; Inquisitor‑Provost liaison on call; staff passes (sun‑crest badges), visitor writs (purpose/time), and sign‑in ledgers required.
Screening: 100% parcel and cart inspection; rune‑frame arch and ward‑bell quiet test; document seals swiped at the red‑seal kiosk; censer sniffers for hex‑taint; custody seals affixed to all incoming evidence.
Weapons Policy: peace‑bonding on sidearms; long weapons and shields surrendered or escorted; bayonets stowed.
Flow & Hours: separate lanes for staff, visitors, and court couriers; cargo carts barred during session hours; visiting hours posted—curfew hard‑close except by writ.
Readiness Escalation: Amber—ID re‑verification and random pat‑downs; Crimson—lockdown to writ‑holders only (escort mandatory) and hard stop on non‑essential movement.
Audit Trail: bell code logs, seal counters, and incident ledgers reviewed weekly by the Ward Office Quarter and Chapter Prelate.
Government Districts
21 ) Hall of Records Quarter (Government): expanded archives, scribes’ lodges, seal vaults; checkpoint posts to Scriptorium Close and Sun Plaza.
22 ) Levy & Tithe Courts (Government): tithe barns, levy steps, adjudication halls; checkpoint posts to River Gate Market and Sun Plaza.
23 ) Magistrates’ Walk (Government): judges’ lodges and tribunal chambers; checkpoint posts to Sun Plaza and Scriptorium Close.
24 ) Ward Office Quarter (Government): watch administration, signal‑master’s house, writ office; checkpoint posts to Tercio Barracks Ward and Lanterns Quay.
Checkpoint Network (Standard Post Layout)
Layout: waist‑high pavise rail, turnstile gate, sentry alcove with ward bell, and red‑seal kiosk for writs.
Protocol: bell codes announce open/hold/lockdown; curfew closes non‑essential gates; merchants show route tallies and seal‑strips.
Search & Flow: foot lanes for locals, cargo lane for carts, escort lane for warrants; random bag checks escalate under Amber/Crimson readiness.
Economy & Trade
River customs, bonded storage, pilotage to locks; caravans booked from the Spice Steps; cartridge components and ward oils from Copperers’ Row; ferry and paddler services from Boatwrights’ Wharf.
Currency: Sol (single legal tender) used for all prices, wages, fines, and tithes.
Logistics & Infrastructure
Weirworks: sluice house, mills, fogging censer bay and hose reels for fire/flood response.
Sun Foundry: casting pits, cooling trenches, pattern house producing bells, sun‑crowns, obsidian bosses.
Magazine Terrace: red‑seal custody shrines for culverin cartridges; transfers by writ only.
Security, Patrols & Signals
River patrols at dawn/dusk; causeway pickets rotate by bell; night sally teams sweep weir and marsh paths.
Signal network at Lanterns Quay: drums/flags/beacons; curfew begins at the eleventh bell.
Inspections intensify under Amber/Crimson; tribunals convene at Sun Plaza for public readings.
Culture & Rites
Daily lustrations and oathbinding; feast‑day processions along Pilgrims’ Walk; hymn and chant usage in markets and drills.
Clerical services: document copying, legal counsel by Canons, lineage audits in Scriptorium Close.
